Built-In Functions
List all built-in functions available in script
Flow
Sleep
Stops the script play, remove the script widgets from the screen, and apply Script Settings After.
This function is intended to stop a script play and restore the game to its default state until the scene is restored with the command $Wakeup.
$ Sleep
Wakeup
Restore and continue a script play from a sleep state caused by the $Sleep command.
$ Wakeup
Timer
Execute the given command after the given time.
Duration: float
Command: string
(Omittable) Async: bool
$ Timer 5 "^Quillscript.Tools.Print '5 seconds passed'"
$ Timer 1.5 "&GameInstance.MyFunction 36" true
Travel
End current Script and play a new script from start or from label.
TargetScript: string | ref
(Omittable) StartingLabel: string
$ Travel @Intro // Travel and play from start
$ Travel @Act1 Chapter2 // Travel and play from label 'Chapter2'
$ Travel {&/Game/Scripts/Intro.Intro} // Travel and play from start
$ Travel {&/Plugin/Screenplay/Act1.Act1} Chapter2 // Travel and play from label 'Chapter2'
TravelPass
End current Script and play a new script from start or from label.
It is the same as $ Travel, but instead of a new clean Interpreter, it makes a copy of the current Interpreter, keeping settings and changes. Also, it uses the same Script settings as the current Script object and passes them to the given script.
TargetScript: string | ref
(Omittable) StartingLabel: string
$ TravelPass @Intro // Travel pass and play from start
$ TravelPass @Act1 Chapter2 // Travel pass and play from label 'Chapter2'
$ TravelPass {&/Game/Scripts/Intro.Intro} // Travel pass and play from start
$ TravelPass {&/Plugin/Screenplay/Act1.Act1} Chapter2 // Travel pass and play from label 'Chapter2'
State
Debugger function to print the given Quillscript variable's value.
VariableName: string
$ Print myVariable
Delete
Delete the given Quillscript variable.
VariableName: string
$ Delete myVariable
Notify
Notify all registered observers in 'UQuillscriptSubsystem::OnNotified(FString)'.
Message: string
$ Notify 72
$ Notify 'Boss defeated'
Input
Set Input Mode
Change the game input mode.
InputMode: InputMode [ GameOnly, GameAndUI, UIOnly ]
(Omittable) MouseLockMode: MouseLockMode [ DoNotLock, LockOnCapture, LockAlways, LockInFullscreen ]
(Omittable) HideCursorDuringCapture: bool
(Omittable) WidgetToFocus: ref
$ SetInputMode GameOnly
$ SetInputMode GameAndUI LockAlways
$ SetInputMode UIOnly LockOnCapture true {&MyWidget}
User Interface
Use
Use the specified class or keyword for Dialog Box, Selection Box and Background Box and Sprite Box.
By Keywords:
Default: Reset all boxes classes to default.
DialogBox: Reset the Dialog Box class to default.
SelectionBox: Reset the Selection Box class to default.
BackgroundBox: Reset the Background Box class to default.
SpriteBox: Reset the Sprite Box class to default.
By Class Path:
C++ Class: /Script/Module.DialogBoxClass
Blueprint Class: /Game/Path/To/Folder/MyDialogBox.MyDialogBox
WidgetClassPath: string
$ Use Default
$ Use DialogBox
$ Use /Script/Quillscript.DialogBox
$ Use /Game/MyFolder/MyDialogBox.MyDialogBox
Background
Change the background image on screen with a transition animation.
Image: ref
(Omittable) Transition: string [ none, fade, dissolve, scrollup, shake ]
(Omittable) Duration: float
$ Background {&/Game/Scenarios/School.School}
$ Background {&MyRef} dissolve 1
Bg
An alias function for $ Background.
Image: ref
(Omittable) Transition: string [ none, fade, dissolve, scrollup, shake ]
(Omittable) Duration: float
$ Bg {&/Game/Scenarios/School.School}
$ Bg {&MyRef} dissolve 1
Sprite
Create a User Interface object to display an image on screen from the default SpriteBox class and set a Script Reference for the created object.
It is most useful to display, animate and handle character images and illustrations during dialogues.
Name: name
(Omittable) Class: class
$ Sprite Alice
// Or define another class instead of the default one.
// $ Sprite Alice {&/Game/Path/To/SpriteBoxClass.SpriteBoxClass_C}
// left, center, right for slots; 0.5:0.5 for screen percentage; 100,100 for pixels;
$ &Alice.Position left
// Animation name, start at time, num loops, play mode, playback speed, destroy on end.
$ &Alice.Animate fade 0 1 Forward 1 false
$ &Alice.Layer 10
$ &Alice.Rotate 180
$ &Alice.Scale 2 2
// Script path reference to an asset.
$ &Alice.Show {&/Game/Assets/Alice_Happy.Alice_Happy}
Media
Play Sound
Play a sound asset.
Sound: ref
(Omittable) Channel: string
(Omittable) Volume: float
(Omittable) FadeDuration: float
$ PlaySound {&/Game/Voices/Line33.Line33}
$ PlaySound {&/Game/SFXs/Explosion.Explosion} SFX 2
$ PlaySound {&/Game/Musics/Piano.Piano} BackgroundMusic 0.5 0.5
Voice
Play a sound asset.
Same as: PlaySound {&/Path} 'voice' volume 0
Sound: ref
(Omittable) Volume: float
$ Voice {&/Game/Voices/Line33.Line33}
$ Voice {&/Game/Character/Greetings.Greetings} 1
Music
Play a sound asset.
Same as: PlaySound {&/Path} 'music' volume 0
Sound: ref
(Omittable) Volume: float
(Omittable) FadeDuration: float
$ Music {&/Game/Musics/Piano.Piano}
$ Music {&/Game/Environment/Wind.Wind} 0.75
$ Music {&/Game/Environment/Birds.Birds} 0.5 1
SFX
Play a sound asset.
Same as: PlaySound {&/Path} 'sfx' volume 0
Sound: ref
(Omittable) Volume: float
$ SFX {&/Game/Car/Engine.Engine}
$ SFX {&/Game/SFXs/Explosion.Explosion} 2
Stop Sound
Stop the sound asset playing.
(Omittable) Channel: string
(Omittable) FadeDuration: float
$ StopSound
$ StopSound voice
$ StopSound music 0.5
Stop All Sounds
Stop all sound assets from all channels.
(Omittable) FadeDuration: float
$ StopAllSounds
$ StopAllSounds 0.5
Play Animation
Play animation on target skeletal mesh.
SkeletalMeshComponent: ref
AnimationReference: ref
(Omittable) Loop: bool
$ PlayAnimation {&Mesh} {&/Game/Animations/Idle.Idle}
$ PlayAnimation {&Mesh} {&/Game/Animations/Running.Running} true
Helper
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